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Tempest Cleric 1 Sailor Simona

CLASS & LEVEL BACKGROUND PLAYER NAME


Ava Oakfist
Mountain Dwarf Neutral Good 0
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I work hard so that I can play hard

16
15/17
ARMOR
-1 25 ft when the work is done.
CLASS
+2 PROFICIENCY BONUS INITIATIVE SPEED I never pass up a friendly wager.
+3 PERSONALITY TRAITS

Hit Point Maximum 10


+3
Strength
DEXTERITY The sea is freedom- the freedom to go
-1
Dexterity anywhere and do anything.
8 +2
Constitution
CURRENT HIT POINTS IDEALS
+2
Intelligence
-1 +5
Wisdom
I'll always remember my first ship. So
+3
Charisma
will the noble from whom I stole it.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14 1d8
-1
Acrobatics (Dex) Total SUCCESSES
I can'l help but pocket loose coins
+2
3
Animal Handling (Wis) d8 FAILURES and other trinkets I come across.
2
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
5
Athletics (Str)

14 1
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
2
History (Int) Darkvision. Accustomed to life underground,
Hammer +5 1d8+3 (B) you have superior vision in dark and dim
+2 3
Insight (Wis)
conditions. You can see in dim light within 60
1
Intimidation (Cha) S. Flame +5 1d8 (Rad) feet of you as if it were bright light, and in
darkness as if it were dim light. You can't
WISDOM 2
Investigation (Int)
discern color in darkness, only shades of

3
Medicine (Wis) gray.
17 2
Nature (Int)
Warhammer can be wielded Dwarven Resilience. You have advantage on

3
Perception (Wis)
+3 with 2 hands (Damage: 1d10 saving throws against poison, and you have
1
Performance (Cha) resistance against poison damage
+3)
1
Persuasion (Cha)
CHARISMA Sacred Flame: 60 range, CARAVAN'S PASSAGE

4
Religion (Int) When you need to, you can secure free
Radiant damage
13 -1
Sleight of Hand (Dex)
passage on a caravan in the Sword Coast
area for yourself and your adventuring
-1
Stealth (Dex) companions from people you helped in the
+1 past. Because you're calling in a favor, you
3
Survival (Wis)
can't be certain of a schedule or route that
SKILLS ATTACKS & SPELLCASTING wiII meet your every need. Your Dungeon
Master wiII determine how long it takes to get
where you need to go. In return for your free
13 PASSIVE WISDOM (PERCEPTION) passage, you and your companions are
CP Chain mail (AC 16) expected to assist during the voyage. You in
Warhammer particular have to provide any religious
service that might be needed during the trip
Weapons: Battleaxe, handaxe,
SP 5 Shield (AC +2)
Holy Symbol (White DIVINE DOMAIN: Tempest
throwing hammer, -Wrath of the Storm: When a creature within
and warhammer. All simple
EP
pearlish) 5 feet of you that you can see hits you with
Pendant with a rune an attack, you can use your reaction to cause
weapons GP
the creature to make a Dexterity saving
Armors: Light, medium and Healer's kit throw. The creature takes 2d8 lightning or
thunder damage (your choice) on a failed
heavy armor PP saving throw, and half as much damage on a
Tool Proficiencies: Navigator's successful one. You can use this feature a
number of times equal to your Wisdom
tools, vehicles (water) modifier (a minimum of once). You regain all
Languages: Common, Dwarven expended uses when you finish a long rest.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
58 4"6' 108 lbs
AGE HEIGHT WEIGHT

Blue Pale Blonde


CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Concentration: Lasts until you lose it. Spells that require


Dwarf carpenter from Waterdeep that
helped with the construction of a concentration break it. When you take damage must make a Con
magnificent ship, the Crescent Moon. Save (DC: 10 or half the damage)
Once she discovered that the
nobleman who commissioned the work
planned on using the vessel as a slave
Statue of jade (40 GP)
ship she gathered a small group of
trusted men and stole the Moon.

Once they escaped from Waterdeep,


they decided to keep sailing together
and offer safe passage to adventurers
and refugees on the Sword Coast.

She worships Selune (The Goddess of


the moon and the stars), and firmly
believes that it's thanks to her
guidance that she, a dwarf, can sail
ADDITIONAL FEATURES & TRAITS
safely even though dwarves were
never meant to sail.

One day the Moon is caught in a storm


A belaying pin (club)
and gets wrecked. She decides to 50 feet of silk rope
become an adventurer, having seen An empty wine bottle bearing an empty label that says "The
how lucrative that can be, in hopes of Wizard of Wines Winery, Red Dragon Crush, 331422-W"
putting together enough money to be
able to build another ship that could Set of common clothes
compare to her first masterpiece. Belt pouch
Priest's pack (a backpack, a blanket, 10 candles, a tinderbox, an
She's also deeply afraid of sailing
again, though she won't admit it to
alms box, 2 blocks of incense, a censer, vestments, 2 days of
anyone, not even herself rations, and a waterskin)

CHARACTER BACKSTORY TREASURE

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric (Can prepare 4 spells+domain)
Wisdom (+3) 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Guidance
Mending
Sacred Flame

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 0 7
EPAR
SPELL NAME
ED
PR

Bane [ ] Protection from evil and good

Bless [ ] Purify Food and drinks


4
Command [ ] Sanctuary

Create or destroy water [ ] Shield of Faith


SPELLS KNOWN

Cure Wounds

Detect Good and Evil

Detect Magic

Detect Poison and disease

Guiding Bolt

Inflict Wounds
8
Fog Cloud

Thunderwave

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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